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2020-08-04 13:13:01 -04:00

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: interface to external test DLLs
//
//=============================================================================
#ifndef IEXTERNALTEST
#define IEXTERNALTEST
#ifdef _WIN32
#pragma once
#endif
#include "clientenums.h"
#include "steam/isteamfriends.h"
// An equivalent to EConnectionPriority that can be used in
// external tests without needing to depend on Steam's version of the enum
enum EExternalTestConnectionPriority {
k_EExternalTestConnectionPriorityLow = 0,
k_EExternalTestConnectionPriorityMedium = 1,
k_EExternalTestConnectionPriorityHigh = 2,
};
// used to pass arbitrary buffers full of data back to the external test
typedef uint32 ExternalTestBuffer_t;
static const ExternalTestBuffer_t k_unExternalTestBufferInvalid = 0;
//-----------------------------------------------------------------------------
// Purpose: Represents a single test client (game client or game server) inside
// of a test.
//-----------------------------------------------------------------------------
class IExternalTestClient {
public:
virtual ~IExternalTestClient() {}
virtual void *GetISteamGenericInterface(
const char *pchInterfaceVersion) = 0;
virtual ISteamUserStats *GetISteamUserStats(const char *pchVersion) = 0;
virtual ISteamGameServerStats *GetISteamGameServerStats(
const char *pchVersion) = 0;
virtual CSteamID GetSteamID() = 0;
virtual bool GetAccountName(char *pchBuf, int cchBuf) = 0;
virtual bool BLoggedOn() = 0;
virtual void YieldingLogOff() = 0;
virtual bool BYieldingLogOn() = 0;
virtual void RequestAppInfoUpdate() = 0;
virtual bool BGetAppInfoUpdateResult(EResult *peResult,
uint32 *punAppsUpdated) = 0;
virtual void GetServerDetails(AppId_t *pnAppIdServed,
uint32 *punIPGameServer,
uint16 *pusPortGameServer,
bool *pbSecure) = 0;
virtual bool BYieldingPrepareForApp(AppId_t unAppID) = 0;
virtual void SetConnectionPriority(
EExternalTestConnectionPriority eConnectionPriority) = 0;
// methods to manipulate friend/social stuff that isn't in ISteamFriends
virtual void SetPersonaState(EPersonaState ePersonaState) = 0;
virtual void AddFriend(const CSteamID &steamIDFriend) = 0;
virtual void RemoveFriend(const CSteamID &steamIDFriend) = 0;
// Removes every queued callback for this client
virtual void ClearCallbacks() = 0;
// Sets this user as an admin in this universe
virtual void YieldingSetAsAdmin() = 0;
// bans this user for the specified app ID
virtual void YieldingBan(AppId_t unAppID, int nDeltaSeconds,
bool bOneYearBan) = 0;
virtual bool BYieldingAwaitNewCallback(void *pCallback,
uint32 unCallbackSize,
int nCallbackType) = 0;
virtual bool BYieldingAwaitQueuedCallback(void *pCallback,
uint32 unCallbackSize,
int nCallbackType) = 0;
virtual bool BGetQueuedCallbackOfType(void *pCallback,
uint32 unCallbackSize,
int nCallbackType) = 0;
// Retrieves the current status of the API call. Returns false if the call
// is still in progress
virtual bool BYieldingGetAPICallResult(SteamAPICall_t hSteamAPICall,
void *pCallback,
uint32 unCallbackSize, int nCallback,
bool *pbAPICallFailed) = 0;
template <typename TCallback>
inline bool BYieldingAwaitQueuedCallback(TCallback &callback) {
return BYieldingAwaitQueuedCallback(&callback, sizeof(TCallback),
TCallback::k_iCallback);
}
template <typename TCallback>
inline bool BYieldingAwaitNewCallback(TCallback &callback) {
return BYieldingAwaitNewCallback(&callback, sizeof(TCallback),
TCallback::k_iCallback);
}
template <typename TCallback>
inline bool BGetQueuedCallbackOfType(TCallback &callback) {
return BGetQueuedCallbackOfType(&callback, sizeof(TCallback),
TCallback::k_iCallback);
}
// more friends stuff that isnt in ISteamFriends
virtual void SetIgnoreFriend(const CSteamID &steamIDFriend) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Helper functions for interacting with the steam client during tests
//-----------------------------------------------------------------------------
class IExternalTestUtils {
public:
virtual ~IExternalTestUtils() {}
// creates a single user client that is logged into an optional gameserver
virtual IExternalTestClient *YieldingCreateUserClient(
IExternalTestClient *pGameserver) = 0;
// creates a single gameserver client at the specified (fake) IP addr and
// port
virtual IExternalTestClient *YieldingCreateGameserverClient(
uint32 unAddr, uint16 usPort) = 0;
// returns the ISteamClient object so the test can fetch other ISteam
// interfaces.
virtual ISteamClient *SteamClient() = 0;
// deploys the gctest dll at the current AppID. This is probably not useful
// outside of the gctest tests.
virtual void YieldingDeployGC() = 0;
// takes down the gctest dll at the current app DI
virtual void YieldingDownGC() = 0;
// returns the app ID this test is running as
virtual AppId_t GetAppId() = 0;
// draws a dot in the output
virtual void DrawProgressDot() = 0;
// spews some text in the output
virtual void EmitTestOutput(const char *pchMessage) = 0;
// used by the external test framework to clean up some things between
// test cases. Test cases should not call this.
virtual void YieldingResetBetweenTests() = 0;
// Checks a bool condition and spews if it fails. If this fails the test
// will be recorded as having failed.
virtual bool BCheck(bool bCondition) = 0;
// Yields until the stress test is finished. If this test is running as a
// regression test, this will return immediately.
virtual void YieldingWaitForTestToFinish() = 0;
// used by the external test framework to record test success/failure in
// a file that buildbot can use to build reports. Tests should not call this
// directly.
virtual void UpdateProgressFile(const char *pchTestName,
const char *pchStatus) = 0;
// Returns true if the test that ran most recently (and might still be
// running) passed.
virtual bool BLastTestPassed() = 0;
// Called by a test to report that the test has reached the "running" state.
// This is only useful in stress tests.
virtual void MarkTestRunning() = 0;
// Logs on a bunch of clients all at once and returns when they are all
// logged on.
virtual bool BYieldingCreateUserClientBatch(
IExternalTestClient **prClients, int cClients,
EExternalTestConnectionPriority eConnectionPriority) = 0;
// Logs on a bunch of gameservers all at once and returns when they are all
// logged on.
virtual bool BYieldingCreateGameserverClientBatch(
IExternalTestClient **prClients, int cClients,
EExternalTestConnectionPriority eConnectionPriority) = 0;
// returns true if the test is finished
virtual bool BIsStressTestFinished() = 0;
// waits a single frame before resuming the test
virtual void YieldingWaitOneFrame() = 0;
// reports a stress test action success/failure
virtual void ReportStressActionResult(uint32 unActionIndex, bool bResult,
const char *pchFailureLocation) = 0;
// waits for the specified number of seconds to pass
virtual void YieldingWaitForRealTime(uint32 unSeconds) = 0;
// deploys the specified zip file as the GC for the specified app ID
virtual bool BYieldingGCDeploy(AppId_t appID, const char *pchGCZipFile) = 0;
// Downs the specified GC
virtual bool BYieldingGCDown(AppId_t appID) = 0;
// Revives the specified GC
virtual bool BYieldingGCRevive(AppId_t appID) = 0;
// Bounces the specified GC
virtual bool BYieldingGCBounce(AppId_t appID) = 0;
// returns the universe the tests are running in
virtual EUniverse GetUniverse() = 0;
// returns the memory for a buffer
virtual void *GetPvBuffer(ExternalTestBuffer_t unBuffer) = 0;
// returns the memory for a buffer
virtual uint32 GetCubBuffer(ExternalTestBuffer_t unBuffer) = 0;
// makes a simulated WG request and returns the result
virtual ExternalTestBuffer_t YieldingSimulateWGRequest(
const CSteamID &actorID, const void *pvRequestKV,
uint32 cubRequestKV) = 0;
// Verifies that there is no support ticket for the specified steam ID
virtual void YieldingVerifyNoSupportTicket(const CSteamID &steamID) = 0;
// Verifies that there is a support event for the specified steam ID
virtual void YieldingVerifySupportEventRecord(const CSteamID &victimID,
const CSteamID &actorID,
ESupportEvent eAction,
GID_t gidTxn,
const char *pchNote) = 0;
// forces an appinfo update for the specified app. (Pass invalid to use the
// default app ID
virtual void YieldingForceAppInfoUpdate(AppId_t appId) = 0;
// returns the stats KV section serialized as a buffer
virtual ExternalTestBuffer_t YieldingGetAppInfoStats(AppId_t appId) = 0;
// makes a web request and returns the result
virtual bool BYieldingHTTPRequest(int nWebMethod, bool bUseSSL,
const char *pchURL,
const KeyValues *pkvPostParams,
const char *pchAPIKey,
const CSteamID &steamID,
ExternalTestBuffer_t *punBuffer,
int *pnResultCode) = 0;
// returns the full path to the DLL that these tests are running from
virtual const char *GetPchDllPath() = 0;
// returns true if these tests are running in dev mode (i.e. the server was
// started with -etdev)
virtual bool BIsDevMode() = 0;
// Sets the persona name for this user via the wg call so we can actually
// tell when it's been set.
virtual bool BYieldingSetPersonaName(const CSteamID &steamID,
const char *pchPersonaName) = 0;
// waits for the writeback queue to clear
virtual bool BYieldingWaitForCacheWriteback() = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Functions for sending and receiving messages from the Game
// Coordinator
// for this application
//-----------------------------------------------------------------------------
class IExternalTest {
public:
// returns the number of tests present in this DLL
virtual uint32 GetTestCount() = 0;
// returns the name of the specified test
virtual const char *GetTestName(uint32 unTest) = 0;
// returns the short name (no suite prefix) of the specified test
virtual const char *GetTestShortName(uint32 unTest) = 0;
// returns the suite of the specified test
virtual const char *GetTestSuite(uint32 unTest) = 0;
// returns the flags for the specified test
virtual uint32 GetTestFlags(uint32 unTest) = 0;
// runs the specified tests. The tests should run to completion
// (yielding on a regular basis) and call pETestUtils->BCheck(false)
// on failure
virtual void BRunTests(uint32 *punTests, uint32 unTestCount,
IExternalTestUtils *pETestUtils) = 0;
// Returns the name of a stress test action
virtual const char *GetStressActionName(uint32 unAction) = 0;
};
#define EXTERNALTEST_INTERFACE_VERSION "IExternalTest001"
// flags set by individual tests
static const uint32 k_unETFlag_ValidForStress = 1 << 0;
static const uint32 k_unETFlag_ValidForRegression = 1 << 1;
//-----------------------------------------------------------------------------
// Purpose: For one time init of an externaltests dll
//-----------------------------------------------------------------------------
class IExternalTestInitialize {
public:
virtual bool BDoBundleInit() = 0; // called once *PER ATS* at DLL Load time
virtual bool BDoOneTimeInit(
IExternalTestUtils
*pExternalTestUtils) = 0; // called once PER TEST RUN by ATS0
virtual bool BDoPerATSInit(
IExternalTestUtils
*pExternalTestUtils) = 0; // called once PER TEST RUN PER ATS
virtual void Cleanup() = 0;
};
#define EXTERNALTEST_INITIALIZE_INTERFACE_VERSION "IExternalTestInitialize001"
//-----------------------------------------------------------------------------
// Purpose: Allows an external test DLL to export its ability to validate its
// own allocations
//-----------------------------------------------------------------------------
class IExternalTestValidation {
public:
virtual void Validate(CValidator &validator, const char *pchName) = 0;
};
#define EXTERNALTEST_VALIDATION_INTERFACE_VERSION "IExternalTestValidation001"
#endif // IEXTERNALTEST